The Impact of Tutorials on Games of Varying Complexity
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The Impact of Tutorials on Games of Varying Complexity Erik Andersen, Eleanor O’Rourke, Yun-En Liu, Richard Snider, Jeff Lowdermilk, David Truong, Seth Cooper, and Zoran Popović Center for Game Science Department of Computer Science & Engineering, University of Washington {eland,eorourke,yunliu,mrsoviet,jeff,djtruong,scooper,zoran}@cs.washington.edu ABSTRACT Learnability is widely accepted as a central component of us- One of the key challenges of video game design is teaching ability, and it has been studied in the field of Human Com- new players how to play. Although game developers fre- puter Interaction for decades [11, 20, 23]. In this paper, quently use tutorials to teach game mechanics, little is known we draw tutorial ideas from the HCI literature and present a about how tutorials affect game learnability and player en- large-scale comparative study of their effectiveness in video gagement. Seeking to estimate this value, we implemented game tutorials. Although many factors influence tutorial de- eight tutorial designs in three video games of varying com- sign, we chose to focus on four specific tutorial characteris- plexity and evaluated their effects on player engagement and tics: the presence of tutorials, the context-sensitivity of tuto- retention. The results of our multivariate study of over 45,000 rial instructions, the freedom given to users during the tuto- players show that the usefulness of tutorials depends greatly rial, and the availability of additional help on demand. We on game complexity. Although tutorials increased play time examined the importance of these characteristics by conduct- by as much as 29% in the most complex game, they did not ing a multivariate experiment across three games that we de- significantly improve player engagement in the two simpler veloped: Refraction, Hello Worlds, and Foldit. These games games. Our results suggest that investment in tutorials may belong to different genres and vary in complexity. not be justified for games with mechanics that can be discov- We present results gathered from over 45,000 players show- ered through experimentation. ing that the value of tutorials depends greatly on the com- plexity of the game. In Foldit, the most complex and least Author Keywords conventional game we studied, tutorials increased play time games; analytics; tutorials; multivariate testing by as much as 29% and player progress by as much as 75%. However, we found that tutorials had a surprisingly negligible ACM Classification Keywords effect on player engagement in Hello Worlds and Refraction, H.5.0 Information interfaces and presentation: General which are less complex and more similar to other games in their respective genres. Giving tutorial instructions as closely INTRODUCTION as possible to when they were needed, rather than out of con- Teaching new players how to play a game is challenging but text in an up-front manual, increased play time by 16% and crucial for engaging and retaining players. As a result, game progress by 40% in Foldit but had no effect in the other two designers frequently utilize tutorials to aid the learning pro- games. We found no evidence to support the claim that re- cess. Since tutorials are typically the first part of a game that stricting player freedom in order to focus the player’s atten- new players encounter, effective tutorial design is important tion on a target concept improves learnability. Providing help for retaining new players. Although modern games employ on-demand improved player engagement in Foldit, but had a wide varety of tutorial styles, including hints, help buttons, no effect in Hello Worlds and even negative effects in Refrac- manuals, and interactive training challenges, the relative ef- tion. Our results suggest that investment in tutorials may not fectiveness of these styles is not well understood. As a result, be justified for games that can be learned through experimen- designers must rely on intuition, personal experience, existing tation, and that the players of these games, at least, seem to examples, and extensive user testing when designing tutori- learn more from experimentation than from reading text. als. A deeper understanding of how tutorial design decisions impact player engagement and retention would help game de- velopers create more learnable interfaces and spend valuable Tutorial presence resources more wisely. The first feature we considered was tutorial presence: whether the game provides a tutorial to its players or not. Although some successful games provide no instructions to players, such as Tetris (Pajitnov 1984), Pac-Man (Namco Permission to make digital or hard copies of all or part of this work for 1980), and Super Mario Brothers (Nintendo 1985), the use personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies of tutorials has become very common. Therefore, we wanted bear this notice and the full citation on the first page. To copy otherwise, or to examine the impact of tutorial presence. republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Hypothesis 1: Games with tutorials will exhibit better player CHI’12, May 5–10, 2012, Austin, Texas, USA. engagement and retention than games without tutorials. Copyright 2012 ACM 978-1-4503-1015-4/12/05...$10.00.
We examined this hypothesis by comparing versions of each In this study, we compare tutorials that present information game with and without tutorials. out of context in an up-front manual and tutorials that present information in context just before the player needs to use a particular concept. Context-sensitivity Another feature we considered was the context-sensitivity of Freedom tutorials. Existing tutorials can be divided into two cate- We also considered tutorial freedom, or the degree to which gories: those that provide contextually relevant suggestions tutorials force users to perform the mechanics being de- from within the application interface and those that provide scribed. While requiring users to practice specific game me- documentation outside of the application context. HCI re- chanics could improve tutorial effectiveness, it could also searchers have studied both types of tutorials extensively; frustrate players. As a result, it is not clear if and when re- however, the effect of context-sensitivity on tutorial success ducing player freedom improves engagement. is unclear, and the existing literature does not show a clear preference for either type of information. Game designers have often cited the importance of allow- ing users to experiment while learning new concepts [7, 22]. Historically, tutorials have been provided through primarily James Gee argues that such experimentation is most effective textual documentation that is accessed outside the applica- when it occurs in a safe environment where functionality is tion context. While paper manuals and online documentation reduced and mistakes are not punished [7]. Software learn- require minimal resources to generate, they present a number ability researchers Kelleher and Pausch argue that restrict- of challenges for users, who struggle to keep track of instruc- ing user freedom improves tutorial performance. They found tions when switching between the tutorial and the application that an interactive tutorial for the Alice computer program- [1, 15, 17]. As a result, many researchers have worked on ming environment that restricts user freedom, called Stencils, improving external software documentation by incorporating helped users finish the tutorial sequence more quickly and screenshots, graphics, animations, and annotations into tex- with fewer errors than a paper-based tutorial with the same tual content [9, 12, 13, 21]. content [14]. How different types of interfaces are affected Despite these improvements, many researchers argue that by reduced player freedom, however, is currently unknown. contextually relevant tutorials have greater potential for im- Many video games provide players with complete freedom proving application learnability [4, 14, 10]. This idea is sup- during the tutorial. Braid (Number None 2008), for instance, ported by situated learning, a popular learning model in ed- provides the player with background suggestions for keys to ucation based around teaching concepts in the same context press during gameplay, but does not force the player to per- in which they will be applied [18]. Game expert James Gee form the suggested action. At the same time, the use of also highlights the importance of teaching new mechanics just more restrictive stenciling strategies is also popular, and can before the player needs to use them, rather than presenting be found in PopCap’s tower defense game Plants vs. Zom- them out of context [7]. Tooltips, which provide brief textual bies (PopCap 2009), the simulation game SimCity 4 (Maxis help when the user hovers over an interface component, are 2003), and Facebook game Cityville (Zynga 2010). We in- one of the most successful forms of contextual help [6]. On cluded tutorials of both types in order to determine the value the other hand, context-sensitive help can be more frustrating of restricting player freedom. than helpful, as shown by Microsoft’s Office Assistant [24]. Hypothesis 3: Tutorials that restrict player freedom improve Commercial video games have used both context-sensitive engagement and retention. and context-insensitive tutorials successfully. Up-front man- uals, which present game mechanics out-of-context at the In this study, we compare tutorials that restrict player free- very beginning of a game, can be seen in the popular on- dom using the stenciling technique proposed by Kelleher and line Flash games Cursed Treasure1 and Epic Battle Fantasy Pausch [14] and those that give players complete freedom to 32 . Other games present instructions in-context, just as the ignore the tutorial content. player needs to use them. This strategy can be seen in the highly-rated Flash game In the Company of Myself3 and the Availability of help popular console game Portal (Valve Corporation). To learn Finally, we considered the availability of help. Many appli- more about the value of context-sensitivity in game tutorials, cations provide access to documentation on-demand through we included both styles of presentation. help buttons, but it is unclear whether this type of informa- tion has a strong effect on interface learnability. Although it Hypothesis 2: Tutorials that present instructions in context seems likely that providing access to on-demand help would will be more effective than tutorials that present information positively impact learnability, it is not known how much users out of context. take advantage of on-demand information when it is avail- able. 1 http://www.kongregate.com/games/IriySoft/ James Gee argues that manuals are most effective when they cursed-treasure-dont-touch-my-gems 2 http://www.kongregate.com/games/kupo707/ are accessed on-demand, after the user has become familiar epic-battle-fantasy-3 with the basic interface elements and has developed specific 3 http://www.kongregate.com/games/2DArray/ questions [7]. Commercial software applications rely heav- the-company-of-myself ily on the availability of on-demand documentation, and help
buttons can be found in many ubiquitous products such as Mi- crosoft Word (Microsoft Inc. 2010) and iTunes (Apple Inc. 2001). On-demand tutorials are also common in games. For example, help buttons are available in the Flash game Epic Battle Fantasy 3 and the real time strategy game Starcraft 2 (Blizzard 2010). To determine the impact of on-demand help in games, we included tutorials with and without this feature. Hypothesis 4: Having on-demand access to help improves player retention. In this study, we compare games that provide access to tu- torial manuals on-demand through a help button with games that do not, both with and without other types of tutorial in- structions. Figure 1. A level of Refraction. The goal is to use the pieces on the right to split lasers into fractional pieces and redirect them to satisfy the STUDY METHODOLOGY target spaceships. The user can pick up and put down pieces by clicking Over the past decade, researchers have begun to use the Inter- on them. The pieces are designed to be as intuitive as possible. The grid interface, pipe-flow game mechanics, and spatial reasoning puzzles are net to collect large quantities of data on player behavior. This similar to many other puzzle games. has given rise to a data-driven evaluation methodology that has been widely used by companies like Amazon, Microsoft, and Google to support interface design decisions [16][19][8]. Although Refraction was originally designed to teach math Such evaluation models frequently use simple A/B testing, in concepts, the game has found success with an adult audi- which a baseline sample is compared to a variety of single- ence on the popular Flash website Kongregate, where it has variable test samples. This methodology has been used to been played over 480,000 times since its release in Septem- evaluate games as well; Andersen et al. used A/B testing to ber 2010. The use of fractions as a game mechanic is rela- show that gameplay affects average play time more than an- tively uncommon, but similar spacial reasoning puzzles and imations and audio [2], and that secondary game objectives pipe flow mechanics appear in many other games on Kongre- are most effective when they support the primary objectives gate and elsewhere. The artwork for the laser sources, target [3]. spaceships, asteroids, and laser manipulators was designed to utilize affordances to make the functionality of each piece as In this study, however, we wanted to compare a large vari- clear as possible. Refraction is freely available and can be ety of tutorial designs defined by multiple variables. We also played by anyone with a web browser. had a limited understanding of which combinations of tuto- rial characteristics would be most effective. As a result, we chose to perform a multivariate experiment considering four independent variables and a total of eight conditions, rather than using a simple A/B test. Our games We performed tutorial experiments on three games developed by our research group: Refraction, Hello Worlds, and Foldit. All three games contain puzzle elements, but otherwise dif- fer greatly in their format, complexity, and player bases. We consider two of the games, Refraction and Hello Worlds, to be “casual” games. We define “casual” games as those that rely on familiar game mechanics, take only a few hours to complete, and do not require a download. Refraction, which involves solving spacial puzzles by split- Figure 2. A level of Hello Worlds, a puzzle-platformer game. The game ting lasers into fractional amounts, was originally designed interface is similar to thousands of other games in the platformer genre, as a math-learning game. Each level is played on a grid that except that the player exists in multiple worlds at the same time. As a result, the basic game mechanics for navigating using keyboard input contains laser sources, target spaceships, and asteroids, as may be familiar to players. The player advances through each level by shown in Figure 1. Each target spaceship requires a fractional opening and closing doors, a common goal mechanic. amount of laser power, indicated by a yellow number on the ship. The player can satisfy the targets by placing pieces that Hello Worlds is a puzzle game that offers a simple twist on change the laser direction and pieces that split the laser into the standard platformer genre. Platformers typically involve two or three equal parts. All targets must be correctly satisfied navigating a character through a two-dimensional world by at the same time to win. running, jumping, and avoiding obstacles. In Hello Worlds,
the character exists in multiple worlds at the same time, and advantage is that, in contrast to laboratory user studies, our interacts with the obstacles in each world simultaneously, as experiments are conducted “in the wild” where players do not shown in Figure 2. The player must find a path through the know that they are being observed. As a result, participants worlds to reach various doors that open and close worlds or are playing under their own motivation, and our findings re- complete the level. While the puzzle element of Hello Worlds flect their natural behavior. However, one important limita- is uncommon, the basic game mechanics for navigating using tion is that we have no interaction with our participants, and keyboard input are used in many existing platformers. Hello we cannot know what they are thinking or feeling. Therefore, Worlds is available for free on the Flash game website Kon- we must infer the effects of tutorials on player engagement gregate, and has been played over 1,300,000 times since its by measuring their behavior. release in May 2010. We measure player engagement in three ways. First we count the number of unique levels each player completes. Sec- ond, we calculate the total length of time that they played the game. Since players occasionally idle for long periods, we aggregated moves the player made in 30-second intervals, removing periods of two or more consecutive idle intervals from the total play time. Finally, we measured the return rate, defined as the number of times players loaded the game page in Refraction and Hello Worlds, and as the number of times the game was restarted in Foldit. While these metrics are not precisely the same as “engagement” or “learnability,” we ar- gue that they are closely related, given that players are free to leave at any time and cannot advance in a game without learning its associated rules and strategies. If the purpose of tutorials is to teach game mechanics to the player, the ability to complete levels should be the ultimate test of whether the player has learned those mechanics. Figure 3. A puzzle in Foldit, a game in which players manipulate pro- tein models and try to pack the shape as tightly as possible. The game We modified each of the games to randomly assign new play- is complex, has an interface with many tools and buttons, and offers a ers to one of the eight experimental conditions. We focused gameplay experience that is very different from other games. Therefore, solely on new players for this experiment; veteran players players cannot rely on prior knowledge of other games very much when who were already familiar with the games were not included trying to learn how to play Foldit. in our analysis. In Refraction and Hello Worlds, we tracked players using the approach described in [2], storing progress Foldit is a multiplayer, online game in which players com- and experimental condition through the Flash cache. One pete and collaborate to fold protein structures efficiently [5]. drawback of this method is that if players changed computers Players can manipulate 3D protein structures, shown in Fig- or deleted their Flash cache, they were treated as new players. ure 3, by pulling on them, freezing pieces to prevent them However, since the Flash cache is inconvenient to clear and from moving, and launching optimizations that will compu- this action deletes all progress in the game, we considered tationally improve the protein. Each folded protein is given this risk to be small. For Foldit, we tracked players using a score which is used to rank solutions. Foldit has a set of their Foldit account and stored the condition number locally offline tutorial puzzles designed to prepare players for online on their machine. Players who logged in on multiple ma- competitions, which we used for this study. chines were tracked by their account and discarded to prevent Foldit differs from Refraction and Hello Worlds in several key the inclusion of players who played multiple tutorial versions. ways. First, players must download and install Foldit from a website in order to play, and must create an account to partic- STUDY DESIGN ipate in online competitions. Second, the gameplay mechan- We performed a multivariate experiment with four variables: ics required to fold proteins are unique to this game, and as presence, context-sensitivity, freedom, and availability of on- a result it is unlikely that players can benefit from past gam- demand help. We picked these variables to capture the most ing experience when playing Foldit. Finally, it is much more salient differences in tutorial implementations seen in suc- complex than the two “casual” games and requires an under- cessful games. We included a total of eight experimental con- standing of some unconventional mechanics, such as placing ditions, shown in Table 2, each representing a combination of rubber bands to hold the protein together, or running a wide values for the four variables. Table 1 shows a breakdown of variety of optimizations. Since Foldit players are working to the concepts that each game introduces and the order in which solve complex, open scientific problems through gameplay, they are introduced. The following sections explain how the we do not consider this a “casual” game. four variables are implemented in each game. Metrics Tutorial presence Collecting data on player behavior through large-scale anony- We wanted to examine how the addition of tutorials affected mous experiments has strengths and weaknesses. One key player behavior. Therefore, the first variable in our experi-
Hello Worlds Refraction Foldit Concept Level Page Concept Level Page Concept Level Page Character Movement (S) 1 1 Powering Ships 1 1 Clashes 1 1 Collecting Coins 1 2 Benders (S) 1 1 Pulling Sidechains 1 1 Using Doors (S) 1 1 Multiple Benders 3 - Rotating the Camera 2 2 Red Doors 1 3 Ship Input Direction 3 4 Score 2 2 Overworld Doors O 5 Asteroids 4 1 Shake (S) 3 3 Star Types O 6 Coins 5 3 Pulling the Backbone (S) 4 4,5 Multiple Worlds 2 1 Splitters (S) 6 5 Undo 4 8 Combo View (S) 2 4 Fractional Ships (S) 6 4 Voids 5 6 Rewind (S) 3 4 Magnifying Glass (S) 7 6 Reset 5 8 Green Doors 6 3 Combiners (S) 33 7 Wiggle (S) 6 7 Blue Doors 10 3 Expanders (S) 37 8 Hydrogen Bonds 7 9 Multiple Input Ships (S) 43 9 Wiggle Again (S) 7 7 Multiple Denominators 44 9 Rubber Bands (S) 8 10 Translating the Camera 9 2 Rubber Bands Again (S) 9 10 Freeze (S) 10 11 Backbone Color 11 12 Rebuild (S) 11 12 Hydrophobics 12 13 Exposeds 12 - Tweak Rotate (S) 13 14 Tweak Shift (S) 14 15 Tweak Rotate Again (S) 15 14 Secondary Structure Mode (S) 16 16 Table 1. A breakdown of concepts taught in each game. The concepts are listed by the order in which they were taught in the context-sensitive condition. Concepts were either taught in a specific level as part of a context-sensitive tutorial or in the manual used by the context-insensitive tutorial and the on-demand help. Concepts marked with an “(S)” were stenciled during the blocking conditions. Foldit is more complex than the other two games and required many more tutorials. Condition Presence Context Freedom Help Insensitive+Help Present Insensitive Nonblocking On-demand In Refraction, as shown in Figure 4(a), the instructions ap- Insensitive Present Insensitive Nonblocking None peared in a notification bar at the top of the main grid. Re- Sensitive+Help Present Sensitive Nonblocking On-demand fraction also contained “just-in-time” messages that would Sensitive Present Sensitive Nonblocking None Blocking+Help Present Sensitive Blocking On-demand activate when the player tried to do something that was not Blocking Present Sensitive Blocking None allowed. For example, when a player powered a target space- Help Only None N/A N/A On-demand ship with less than the required amount, a message saying No Tutorials None N/A N/A None “too little power” appeared over the spaceship. Each of these Table 2. The eight tutorial conditions that we implemented for our mul- tivariate experiment, based on four independent variables: presence, messages appeared every time the spaceship was underpow- context-sensitivity, freedom, and availability of help. These conditions ered, but player could click “don’t show again,” which would were designed to represent a wide range of existing tutorial designs and cause that particular message to stop appearing. evaluate multiple hypotheses simultaneously. Foldit tutorial messages appeared in pop-up boxes as shown in Figure 4(b). In Refraction and Foldit, longer context- sensitive messages were sometimes displayed across multiple ment was presence, resulting in two conditions: tutorials and pages, which the user could advance by clicking on the “next” no tutorials. For conditions in which there were no tutori- or “Tell me more...” button. als, the game explained nothing on its own and players were forced to either experiment or seek help outside the game. In Hello Worlds, shown in Figure 4(c), help icons were scat- The conditions with tutorials are further broken into more tered throughout the game to give the player information categories in the following sections. when appropriate. These help icons were activated whenever the player stood over them, as shown in 4(c). When activated, the text relating to that help icon would appear in the space Context-sensitivity above the icon, allowing the user to easily read or ignore it. To evaluate the effect of tutorial context-sensitivity on en- If the player’s avatar then moved off of the help icon, the gagement and player retention, we introduced an additional text would immediately disappear. If the player moved their variable, context-sensitivity. For conditions in which tutorials avatar back over the help icon, the text would reappear. were present, we organized the tutorials from each game into two versions: context-sensitive and context-insensitive. For the context-insensitive version, we grouped the concepts of each game into multi-page manuals by topic and order For the context-sensitive version, we tried to introduce each of introduction. Since each game requires a different num- concept as closely as possible to when the player needed to ber of concepts, the length of the context-insensitive manu- use it. Therefore, for each of the concepts in Table 1, we als varied across the games: 9 pages for Refraction, 16 for added a short message explaining that concept to the first level Foldit, and 6 for Hello Worlds. The manuals for Refraction, in the game requiring knowledge of it. Some tutorials also Foldit, and Hello Worlds are shown in Figures 5(a), 5(b), and contained contextual images to reinforce the text. Each mes- 5(c), respectively. The manual consisted of a brief textual sage was controlled for size so that it could be easily ignored. description of each of the game’s concepts accompanied by Additionally, the player could dismiss any tutorial message.
(a) (b) (c) Figure 4. Screenshots of the context-sensitive tutorials. For Refraction, shown in Figure 4(a), a window appeared at the top of the screen containing text, pictures, an OK button to continue, and a back button to return to a previous message. Foldit’s tutorial, shown in Figure 4(b), included a small box containing tutorial text, which related to the protein at hand, and a “Tell me more...” button to go onto the next message. For Hello Worlds, shown in Figure 4(c), blue help icons could be found throughout the game. Tutorial text appeared above an icon whenever the player’s avatar overlapped with it. (a) (b) (c) Figure 5. Screenshots of the context-insensitive tutorials. All three games featured a large window containing text, pictures, page numbers, “Next” and “Previous” buttons, and a “Close” button to help the player navigate and understand the concepts of the game. The layout of this window varied from game to game. Figure 5(a) shows the layout for Refraction, Figure 5(b) shows the layout for Foldit, and Figure 5(c) shows the layout for Hello Worlds. relevant pictures associated with that concept. These manu- concepts that forced the player to use the new tool, blocking als appeared before the player could interact with any levels, forward progress in the game until the player performed the forcing them to interact with the manual in some way before desired action. After completing the stencil, freedom to inter- playing the game. The player could navigate between pages act with the full user interface was restored. We implemented with the “next” and “back” buttons and gauge their progress stencils slightly differently in each game due to their different using page numbers present on each page. The player could interaction styles. also close the manual at any time by clicking the “close” but- In Refraction, when the player encountered a stencil, the ton. game drew the player’s attention to the target interface object Due to their length, we broke the Refraction and Foldit tu- by making the entire window gray except for that object, dis- torials into logical “chapters.” As the player advanced, new playing the instructions on a notification bar at the top of the chapters became available. At each new stage, the context- screen, adding an animated yellow arrow that pointed to the insensitive tutorial reappeared showing the first page in the object, and ignoring all user input directed at anything other new chapter, and the player could navigate to previous chap- than the object. This implementation is shown in Figure 6(a). ters if desired. Refraction had three chapters, displayed at the If a level had both context-sensitive tutorial messages and a beginnings of worlds one, five and six respectively. Foldit had stencil, then the game forced the player to click somewhere four chapters, displayed every four levels. on the screen to advance each tutorial message before forcing the player to complete the stencil instructions. Freedom To evaluate the effect of tutorial freedom, we divided the In Foldit, the game displayed a message telling the player context-sensitive condition described above into two condi- what to do, as shown in Figure 6(b). The screen was not tions: blocking and nonblocking. To create the blocking con- grayed out, and the user could still manipulate the camera dition, we identified several concepts from each game that and interact with game’s user interface controls. However, involved using a new tool, a new interface object, or a new the game prevented the player from manipulating the protein keyboard key. We then added a “stencil” for each of these in any other way until they performed the desired action. In
(a) (b) (c) Figure 6. Screenshots of the blocking tutorials. A blocking tutorial prevented the player from continuing until they completed a specified action. For Refraction, shown in Figure 6(a), the tutorial grayed out the interface except for a window containing tutorial text, an object for the player to interact with, and an arrow pointing at that object. Foldit, shown in Figure 6(b), used a small text box to tell the player what action they needed to perform. Hello Worlds, shown in Figure 6(c), grayed out the screen except for character, the tutorial text, and the interface buttons whenever the blocking tutorial was active. some levels the player needed to advance through preceding DATA ANALYSIS AND RESULTS context-sensitive tutorial messages to reach the stencil. We collected data from Refraction and Foldit for approxi- mately two weeks, accumulating 13,158 Refraction players In Hello Worlds, as in Refraction, a gray window was drawn and 9,743 Foldit players. During this period, Kongregate over the entire game except for the player’s avatar, the mes- added a new badge to Refraction, pushing the game to the sage text, and the user interface buttons. Since the user pri- top of the “new badges list” and attracting many new players. marily interacts with Hello Worlds through the keyboard, the Kongregate also featured Hello Worlds on the front page of displayed message associated with each stencil told the user its website as a “badge of the day,” allowing us to collect data what key(s) to press to continue, as shown in Figure 6(c). All from 22,417 Hello Worlds players over a two-day period. other keys were ignored until the user pressed one of the valid keys. The user was allowed to interact with the interface but- Table 3 shows the results of our experiment. Our mea- tons, such as “quit,” but could not make any progress on the surements of levels completed and time played were not level until completing the instructions in the stenciled mes- normally distributed, so we used on a non-parametric test, sage. the Wilcoxon/Kruskal-Wallis 2-sample test, to analyze lev- els completed and time played for large-scale effects. The Availability of help Z-value reported for this test is a standard normal random variable, a scaled version of the distribution of relative rank- To evaluate whether players would look for help when they ings of the lower-ranked condition. For return rate, we used needed it, and to measure the effect of tutorial availability on Pearson χ2 analyses to compare the percentages. The vari- player engagement, we added another variable, availability ance in our measures was very high, so a great deal of data of help, with two possibilities: on-demand help, and no help. was necessary to show statistical significance at the p = 0.05 We created a version of the game with on-demand help for level. each of the previously described conditions. There are many ways to give tutorial information on-demand. Tutorials were only justified in the most complex game For this experiment, we added a help button to the main tool- To evaluate whether tutorials improved player engagement, bar of each game. Since Foldit’s main toolbar can be closed, we compared the version of the game with no tutorials another floating help button was added near the score dis- to the versions with context-sensitive tutorials and context- play. Clicking on this help button opened the same manual insensitive tutorials. The “presence” section of Table 3 shows used in the context-insensitive tutorial condition described the results for these comparisons. previously. The manual included only the concepts which the We expected to find that including tutorials, either in-context player could have encountered up to that point. If later lev- or out-of-context, would lead to higher engagement than pro- els introduced new concepts, the help manual did not include viding no instruction at all. In Foldit, this was the case. Foldit those concepts until the user reached that level. In order to players with context-sensitive tutorials played 75% more lev- make the help provided as context-sensitive as possible, the els and 29% longer than those with no tutorials. Players with manual automatically opened to the page that most closely re- context-insensitive tutorials played 25% more levels and 12% lated to the level the user is currently playing. If desired, the longer than with no tutorials. We found no significant effects player could view all of the pages of the help screen with the for return rate. “next” and “back” buttons. The player could close the help screen and return to the current level by clicking on a “close” However, tutorials were not as effective in the other two button. When activated, the help screen covered the main in- games. We found no significant effects for either compari- teraction area for each game and restricted gameplay until the son in Refraction. In Hello Worlds, we found no significant player closed the tutorial.
Experimental variable Game Condition Player Count Time Played Levels Completed Return Rate Context sensitive 1242 660s p < 0.001 7 p < 0.001 19.16% p = 0.408 No Tutorials 1210 510s Z = −5.070 4 Z = −10.982 20.50% χ2 = 0.686 Foldit Context insensitive 1147 570s p = 0.010 5 p < 0.001 19.62% p = 0.594 No Tutorials 1210 510s Z = −2.592 4 Z = 4.353 20.50% χ2 = 0.284 Context sensitive 1634 990s p = 0.437 15 p = 0.294 28.46% p = 0.925 No Tutorials 1678 1050s Z = −0.778 16 Z = −1.049 28.61% χ2 = 0.009 Presence Refraction Context insensitive 1687 1020s p = 0.483 15 p = 0.272 28.45% p = 0.922 No Tutorials 1678 1050s Z = 0.702 16 Z = 1.099 28.61% χ2 = 0.010 Context sensitive 2817 750s p = 0.697 10 p = 0.537 17.96% p < 0.001 No Tutorials 2815 720s Z = −0.389 10 Z = −0.618 21.60% χ2 = 11.733 Hello Worlds Context insensitive 2754 690s p = 0.572 10 p = 0.770 20.59% p = 0.356 No Tutorials 2815 720s Z = −0.565 10 Z = 0.292 21.60% χ2 = 0.854 Context sensitive 1242 660s p = 0.014 7 p < 0.001 19.16% p = 0.779 Foldit Context insensitive 1147 570s Z = −2.470 5 Z = −7.727 19.62% χ2 = 0.079 Context sensitive 1634 990s p = 0.901 15 p = 0.994 28.46% p = 0.998 Context sensitivity Refraction Context insensitive 1687 1020s Z = −0.124 15 Z = 0.008 28.45% χ2 = 0.000 Context sensitive 2817 750s p = 0.348 10 p = 0.736 17.96% p = 0.013 Hello Worlds Context insensitive 2754 690s Z = −0.938 10 Z = −0.337 20.59% χ2 = 6.175 Blocking 1210 630s p = 0.454 7 p = 0.007 18.93% p = 0.881 Foldit Non-blocking 1242 660s Z = −0.749 7 Z = 2.697 19.16% χ2 = 0.022 Blocking 1634 930s p = 0.142 14 p = 0.139 26.37% p = 0.187 Freedom Refraction Non-blocking 1551 990s Z = −1.467 15 Z = −1.477 28.46% χ2 = 1.743 Blocking 2729 723s p = 0.740 9 p = 0.376 18.94% p = 0.346 Hello Worlds Non-blocking 2817 750s Z = −0.332 10 Z = −0.886 17.96% χ2 = 0.889 Help (aggreg.) 4939 600s p = 0.536 5 p = 0.208 18.34% p = 0.130 No help (aggreg.) 4809 600s Z = −0.619 5 Z = −1.258 19.55% χ2 = 2.297 Foldit Help Only 1238 570s p = 0.036 4 p = 0.001 18.98% p = 0.347 No Tutorials 1210 510s Z = −2.101 4 Z = −3.197 20.50% χ2 = 0.885 Help (aggreg.) 6608 960s p = 0.806 15 p = 0.515 28.50% p = 0.528 No help (aggreg.) 6550 990s Z = 0.245 15 Z = 0.651 28.00% χ2 = 0.399 Availability of help Refraction Help Only 1678 900s p = 0.031 14 p = 0.013 27.43% p = 0.451 No Tutorials 1655 1050s Z = −2.161 16 Z = −2.496 28.61% χ2 = 0.569 Help (aggreg.) 11302 720s p = 0.626 10 p = 0.972 18.56% p = 0.021 No help (aggreg.) 11115 720s Z = 0.487 10 Z = 0.035 19.78% χ2 = 5.314 Hello Worlds Help Only 2864 754s p = 0.434 11 p = 0.190 18.44% p = 0.003 No Tutorials 2815 720s Z = −0.782 10 Z = −1.310 21.60% χ2 = 8.875 Table 3. Summary of data gathered during the experiment, organized around our four experimental variables of presence, context-sensitivity, freedom, and availability of help on-demand. Statistically significant results are shown in blue italics. Our results show that tutorials only had positive effects on player behavior in Foldit, that context-sensitive tutorials outperformed context-insensitive tutorials in Foldit, that restricting player freedom did not improve engagement in any game, and that providing access to help on-demand was beneficial in Foldit, ineffective in Hello Worlds, and actually harmful in Refraction. effects for levels completed and time played, and we found Context-sensitivity can improve engagement that 3.5% fewer players returned with context-sensitive tuto- We next evaluated the importance of presenting tutorial in- rials than with no tutorials. formation in context. We expected that presenting informa- tion as closely as possible to when the player needed it would In contrast to our expectations, our results show that tutori- be better than presenting information out of context. The als are only useful for improving player engagement in some results for the comparison of context-sensitive and context- games. It may be the case that tutorial value depends on insensitive tutorials are shown in the “context-sensitivity” game complexity. Refraction and Hello Worlds are typical section of Table 3. of their genres and have intuitive interfaces. Foldit, on the other hand, is unconventional, complex, and requires deep Context-sensitivity improved player engagement in Foldit. strategy and spatial insight. Another possible explanation is Foldit players played 40% more levels and 16% longer that Foldit players are more patient. Since the barrier to play with context-sensitive tutorials than context-insensitive tuto- a downloadable game like Foldit is higher than for online ca- rials. However, we did not find positive effects for context- sual games like Refraction and Hello Worlds, players who sensitivity in the other two games. We found no significant are willing to overcome this barrier may be willing to devote effects for Refraction. In Hello Worlds, we found that the more time reading the tutorials. Further work is necessary return rate was about 2% less with context-sensitive tutorials to know the exact reasons for this effect. Regardless, our re- than with context-insensitive tutorials. sults show that tutorials may only be worthwhile for complex games, such as Foldit, and may not be worth the investment Therefore, the importance of context-sensitivity in a partic- of time and resources in games with mechanics that are more ular game depends on whether tutorials positively impact easily discovered through experimentation, such as Refrac- player engagement in that game. For complex games where tion and Hello Worlds. tutorials are beneficial, such as Foldit, presenting the infor- mation in context seems beneficial. However, for games in
which tutorial presence does not have an impact, it does not access to the help button in Refraction ever used it. One pos- matter whether or not the information is presented in context. sible explanation is that the knowledge that there is help avail- able discourages players from putting as much effort into the game. It is also possible that players will only click “help” if Tutorial freedom did not affect player behavior they are already frustrated, and will quit even sooner if they To evaluate whether restricting player freedom would im- are unable to find the help they need. We can only specu- prove tutorial effectiveness, we compared the versions with late at this point, however, since multivariate testing does not context-sensitive blocking tutorials to those with context- tell us what players are thinking. Future studies are needed sensitive nonblocking tutorials. The results of this compar- to reproduce and understand this effect. Nevertheless, it is ison are shown in the “freedom” section of Table 3. clear that players can respond unpredictably to tutorial im- plementations, and that tutorials can harm player retention We expected that blocking tutorials would focus player atten- unexpectedly. This points to the importance of testing tuto- tion and improve learning. In Foldit, we found a significant rial implementations to avoid unexpected negative effects. effect for levels completed, but the median number of levels completed remained constant at 7 levels. We found no signif- CONCLUSION icant effects for Refraction and Hello Worlds. Our examination of tutorials in three games of varying com- Therefore, we found no evidence supporting the practice of plexity showed that tutorial effectiveness depends on the restricting player freedom in order to focus player attention complexity of the game. Tutorials had the greatest value on target interface objects. This result may further reinforce in the most unconventional and complex game, Foldit, in- our conclusion that players learn how to use the interface pri- creasing play time by as much as 29%. However, tutorials marily through experimentation, and that forcing the player to had surprisingly little impact on player behavior in Refrac- perform a series of actions may not be effective. It may also tion and Hello Worlds, which are less complex, more similar be the case that players do not like having their freedom re- to other games, and easier to learn through experimentation. stricted and that this cancels out any positive effects on learn- Our results suggest that tutorials may not be effective for such ing. Further examination is necessary to understand whether games, and that designers should consider the complexity and restricting player freedom improves player engagement and discoverability of game mechanics when deciding whether to learning in some cases. invest resources in tutorials. It is unlikely that a single ap- proach will work for tutorial design in all games. On-demand help harmed and helped player retention Since players seem to learn more from exploring than from We next evaluated whether player engagement would be im- reading text, we believe that it is important to design early proved by providing additional help that players could access levels in a way that maximizes a player’s ability to exper- when needed. We expected that providing additional help in iment and discover game mechanics. A key question that this way would be beneficial. The results for the following arises is how to facilitate this experimentation while ensur- comparisons are shown in the “availability of help” section ing that the player learns how to play and does not become of Table 3. frustrated. We found little evidence to suggest that restrict- ing player freedom to focus attention on a particular interface To look for large-scale effects of providing on-demand help object or game mechanic is beneficial. Although it may be in general, we first aggregated the four conditions with a help tempting to provide help on-demand, we found that adding a button and the four conditions without a help button and com- help button was only effective in Foldit, and actually reduced pared them against each other. We found only one significant player progress by 12% and play time by 15% in Refrac- effect across all three games, which was a 1.2% increase in tion. Future work is needed to understand how to break down return rate for Hello Worlds. a complex game into smaller “chunks” that can be learned through exploration, how to detect when a player is confused We then assumed that the effect of providing help on-demand or frustrated, and how to intervene, if necessary, in a way that would be strongest when no other instructions were given. causes learning without negatively impacting engagement. Therefore, we compared the version with a help button and no other tutorials with the version with no help button and One of the drawbacks of our methodology is that we do not no tutorials. In Foldit, providing a help button in this case know demographic information about our players. It is likely increased engagement. Players played about 12% longer with that each game attracted different kinds of players and that a help button than without. We found a significant effect on self-selection contributed to the differences in player behavior the number of levels completed but this effect did not change that we observed. However, we believe that it is most useful the median. However, we found negative effects in the other to tailor tutorials for the players who do self-select to play two games. In Hello Worlds, players returned about 3% less each game because they are the players who are likely to play frequently with on-demand help than without. In Refraction, the most. we found that players with on-demand help completed 12% fewer levels than those without access to help, and played for Since we only tested tutorials in Refraction, Hello Worlds, 15% less time. and Foldit, we cannot know for sure how these results gener- alize to other games and genres. In particular, our games are The negative impact of the help button, particularly in Re- not representative of commercial games, and as a result we fraction, is difficult to explain. Only 31% of players that had can draw no conclusions about the effectiveness of tutorials
in games that players must purchase. Further research with a structures with a multiplayer online game. Nature, 466(7307):756–760, wider variety of games is required to determine whether our August 2010. results will apply to commercial games and games of differ- 6. D. K. Farkas. The role of balloon help. ACM SIGDOC Asterisk Journal ent genres. of Computer Documentation, 17, 1993. 7. J. P. Gee. Learning by design: Games as learning machines. Interactive Furthermore, future work is necessary to understand how tu- Educational Multimedia, 8:15–23, 2004. torial presentation affects player behavior. There are many 8. Google Website Optimizer. http://www.google.com/websiteoptimizer/. ways to design tutorials, and we only experimented with ba- 9. F. Grabler, M. Agrawala, W. Li, M. Dontcheva, and T. Igarashi. sic designs. Although video game tutorials frequently include Generating photo manipulation tutorials by demonstration. 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In CHI ’09: Proceedings of the 27th international conference on Human factors in improve our understanding of how to design effective tutori- computing systems, New York, NY, USA, 2009. ACM. als. 12. S. M. Harrison. A comparison of still, animated, or nonillustrated Our results point to the importance of analytics and large- on-line help with written or spoken instructions in a graphical user scale analysis of player behavior because these effects would interface. In CHI ’95 Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, 1995. ACM. be difficult to discover without large amounts of data. We believe that this methodology will continue to provide valu- 13. J. Huang and M. B. Twidale. Graphstract: Minimal graphical help for computers. In UIST ’07 Proceedings of the 20th annual ACM able insights that improve our understanding of good game symposium on User interface software and technology, New York, NY, design. 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